me too :D
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me too :D
I is need texturing teach too! So I can finish this:
http://i46.photobucket.com/albums/f1.../waterbase.jpg
Dano? You interested in learning me?
add me on aim: dano555666
Theres only so much I can teach though. The rest is up to your imagination and fooling around with combinations of stuff, and how well you can plot out and design.
For example: Flat colour base, fibres filter, fading said filters and applying layer blends to newly created layers, overlaying more layers, coupled with noise filters and bluring some noised areas, low opacity brushes with dense scattering and triple layered rendered clouds, with faded sponge filters, added onto some spray and splatter filters, using exposures and levels to bring out detail, then going over in a faded brush with low opacity and size, touching up things like scratches, scuffs, rips tears and blah blah blah. It's just fucking around with combos until you get what you wan't. After a while though, when you DO want a desired effect, you will know how to get it, without fucking around.
Making a material is easy, really. Anyone can do it. The hardest part of texturing is design. Sure, anyone can filter up cleverly and get a nice rusty metal texture, or a nice marble tile, but to get an intricate wall panel section with broken off panels, copper wires with alpha channels, leds, intricate details and such. That is the hard part.
For example, bungies Sentinal Enforcer diffuse bitmap:
http://img413.imageshack.us/img413/3...nforcerqr4.jpg
The texture isn't too hard, as in the actual textural detail, but just look at the attention to design detail. All the small components of an unkown alien machinery. Thats what seperates the artistic people from the others. The ability to not only create, but design. I can only help other people with creating materials. What they do with the mind and the tools is exactly that. What they can do.
Certainly. I can be creative like it's nobody's business. I just can't get the hang of things like UVW mapping and such...
Win ^
Dane, o like it, but I can't understand why any human civilization would build it. still, it is win.
To everyone who's modeles kicked the crap out of mine :) all mine were done withte box mdoeling technique, without references. I just found a picture of whatiever it was I wanted to model and peeked at it occasionally to determine that I was going in the right direction.
Also, Wings 3D is ntohign special, in terms of fucntionality. Unlike Maya or Max ist can't show the shaders on your models in real time. It can't do real time lighting either. It doesn't have boleans or splines. So, everything has to be done manulay with primitives.
So, am I still using it? IThe interface is fucking genious.
Oh, and I've only been modeling for aobut a year with about an hour of practice everyday.
Now try and beat that.:)
I didnt use background refernces except for the initial shape (except the BMW). I also use box modeling, but mine dont still look like boxes....so BEAT THAT!! (the BMW was splines and the Glases were NURBS
And actually It shows stupidity on your part BECAUSE you didn't use reference images. I have a good memory for shape, so I dont need to and it distracts me.
I was going to be nice because you are a begginer modeler, but you seem to be having an ego problem about it so I am going to shoot you down with the truth: Your models still look like boxes and are lacking in detail and shape (even without references), you haven't skinned them, they are way out of porportion (It should look better even without a reference pic), and are totally wrong. Your glasses are simple enough to make, but just look decent because of the Awsome rendering of max. (I have to say the glass material is ok)
My advice to you would be to shut up about your models, and keep practicing with it.
Wings 3D doesn't have splines or nurbes. In maya, you can make a wineglass in about 30 seconds by just taking a curve and revolving it.
The only reaosn I whaven't switched to GMAX is that the camera rotation feels a bit wierd..
What was them poly counts?Quote:
I also use box modeling, but mine dont still look like boxes...
why does it matter?
Dragunov was 3k pollies
mac was ~2k
BMW -something high (because of splines)
Glock was ~1k
Paintball gun before that meshsmooth was 2.5k
indie Car was ~1.7k before the tires. (they are for show)
I really dont see how this matters, because I can probably guess yours are extremely low poly because of the lack of detail. and the incredible use of...boxes..
I'm just curious.. I'm at a huge disadvantage bcause Wings doesn't have half the stuff that other apps do..
back on topic:
Leukemia inspired me to model the origional 1911, so after about 2 and a half hours, heres what I've got so far:
http://i148.photobucket.com/albums/s...1/colt1911.jpg
Now onto skinning...
You're missing some details, and some parts of it are just plain wrong... A colt is by now means something hard to model either, so get looking at some more referance pictures before you start uvw mapping that. I'm not so sure I'd like to see what you've done with the internals either. Also, polycounts have everything to do with it. Being able to keep a model highly detailed with low polycounts is a talent. Even if it's not for a video game. Making a render uses up all those polygons too, the less you have the faster it's going to render. Blegh, I'm just really one who hates messy meshes.
I am confused. That is almost identical to the reference pic i used, and I don't really see any detail i left out other than the internals (no done yet, I dont have any good reference pics on this yet).
If you would be kind enough to point out the mistakes or parts missing it would be greatly appreciated (PM maybe so we dont knock this thread off-track).
here is my reference pic:
http://i62.photobucket.com/albums/h9...11_black_1.jpg
*EDIT* aw crap i see i forgot the safety lever spring (the cylender above the grip)
are you blind or something?
No im not. I just dont see what you are talking about. I see some small trivial things (a notch in the slide, a screw behind the safety latch) but nothing that severe. As I said it would be greatly appreciated if you guys would instead of saying "are you blind" give me some pointers. please.
Yeah it's a gun we can see that at least.
Do you want details now or not? You are kinda contradicting yourself in the post.
I modeled before (hard to imagine) and I can pretty much say that even I am capable of modeling something you did.
Just add all the useless, unsevere details in the reference picture. :D
you're just absolutely not reading the form correctly. your details are poorly shaped, and a lot of the larger pieces just appear plain wrong.
I've been modeling with Wings for under a year, with little or no regular "practice", and my first model was this:
http://img111.imageshack.us/img111/2...msfinalhz0.jpg
Beaten, k?
Heh I like the title Arbrams~1.WIN
I know thats just the file type but still its kinda funny XD.
Well, there's one problem right there kenney. You need to look at the gun from all angles. Just one ref won't do. I often spend a good amount of time myself looking at lots of referance pictures before I even begin modelling. Here, I want you to look at this site. It's awesome, it has tons of pictures. Just have a good look at them. to use it, click on the little picture. A thing will pop up. Click the link that sais "view original picture". You'll get nice big clear pictures of all angles. It would aslo be good if you actually picked a certain type of 1911, so you can find all the right pictures for it and make it accurate, without mix-matching of styles. Unless you're actually going for a custom gun. http://www.imagestation.com/album/pi...?id=4288390859
Also, I did a little edit of the picture to show you a few things you could fix. Details missing, some smoothing groups that shouldn't be the same. Also, some other thing's I'm seeing. The front. The little peice there, have a look at some pictures and you'll see why it's wrong. On the other side, you're missing some little screw knob things. Also, your slide is too low, it's going through the frame. Line up the coordinate properly, rather then going by eye. Your ejection port is off, take a look at some pics. You'll se it has a little cut out part on the back half. It's also too thin, like the thickness of the inside. The dove tail (the peice on the back) is not shaped right, look at some pics. You're also missing another peice on the bottom back of the frame. The clip is just completely wrong. Just look at some pics and redo it. The front sight looks like it's too thick, and welded to the slide. Doesn't need to be, and if the rear sight is part of the slide it doesn't need to be either. The hole in the barrel is not needed, and even if you insist on keeping it, it's not the right thickness. Learn what the peices do, it'll help you model. Like, for one thing. The part that locks the slide open, it'll meet up with a little dug out in the slide when it's back. Once you find out what I'm talking about, it'll help you know how far back the slide goes, cause those parts will have to line up. Same with the slide lock to keep it closed. Another thing. The trigger guard should smooth into the rest of the gun, not stick out like that. Doesn't look like the back of the slide is right either, but I can't tell you why without a picture of it.
http://i67.photobucket.com/albums/h3...lack_1copy.jpg
There, that should tide you over. I've modelled 2 colts now, and looked at tons of pictures of them, so I knew pretty well what they should look like. I didn't even look at referance pictures to tell you this, I knew already just because I took the time to research the gun a little bit. Had you done the same, you would have been able to se all the things I did. If you're still having problems, just give me a shout.
GAh. I notices those (I refered to them as "trivial" because its not the generic shape of the weapon) but didnt think they'd make that much of a difference. I fixed them, took a look at the new render, took a look at the old, and now I understand what you guys were talking about. I was origionally thinking like my slide was un-porportional to the body, my grip was too slanted, etc.
Thanks, that post looks like it took time to make Leukemia. That was a big help, and that was what I was looking for.
No no it was what you said, don't worry, lol. New title tbh now.
This better?
http://i148.photobucket.com/albums/s...001/1911-2.jpg
I know its still no where near perfect,and its a little choppy because i did a lower-res render with a low number of light samples, because i wanted a quick render.
Im not really going for any year, just a general 1911 look. I added that trugger because it looks soo cool.
@Dane: I fully understand the logic behind it, and it does make more sense than most Forerunner structures, but it still looks too chaotic from the current perspective. Guess we'll just have to see it in-game to judge it better *coughbetacough*
nice link
but dont ask for rep! :P
Mauser Karabiner 98 (Kar98/Gewehr 98)
Still a work in progress, the receiver makes me want to punch infants. the majority of the stock is done, still some smoothing issues. currently at 1644 tris.
http://img.photobucket.com/albums/v7.../kar98wip2.jpg
damn, nice work so far pengy
Something doesn't look right.. i'll get mine out of the safe soon and get some pics.
yea i know, fucked it up when movin verts, forgot to fix it.
http://img2.putfile.com/thumb/7/18601465669.jpg
http://img2.putfile.com/thumb/7/18601465443.jpg
I decided I didn't like most of it, so I redid a lot. My Picatinny rail was absolutely wrong. Yes, so wrong I had to write it in size 7 hot pink font.
But yeah, I'm in the process of:
Shit I need to do:
- fixing the loop thingers for the shoulder strap (the big gaping hole near the front of it right now
- adding some switches/other little important details
- making the smaller side Picatinny rail(s)
- tweaking the pistol grip
- making and tweaking the receiver
- making and tweaking both versions of the clip (20 and 40 round)
- making the iron sights/holosight/whatever other 20lbs of crap I'm going to attach to this thing (DUAL TACTICAL FLASH LIGHTS FOR THE FUCK OF IT!)
- Unshitify the Cocking Handle
- Unshitify my temporary screws (The boxy cylinder things at the back)
- Unshitify the Clip-release button
- Unshitify the front grip/handle thinger
- Make the Gun less fat while maintaining the shape of the gap around the barrel
- Clean up the mesh a little
- Beg Dano to give me a basic runthrough of how I should go about texturing this 3,400 poly monster.
MP7? Automatic win. Awesome SMG. Needs the muzzle brake, or flash hider, whatever you'll call it.
If it's not a heavy machine gun, or a light machine gun, it's a submachine gun. Caliber? Pah. PDW stands for Personal Defense Weapon. Basically any submachine gun could pass for a "personal defense weapon". I'm pretty sure about that.
EDIT: I wiki-owned myself :(
I really don't see why it would be that way, though. It's illogical.
On the other hand, the FN P90's wiki says it's a submachine gun. I guess the definition of both terms is up for some debate.
Started on this last night.
+rep if you can guess the weapon.
http://img382.imageshack.us/img382/5...akpeek2ms6.jpg
Looks like a Desert Eagle to me.Quote:
Originally Posted by LinkandKvel
I was working on something last night too, and made it look like yummy candy with Leiuk's rendering tut. ^_^
http://www.maj.com/gallery/rentafenc...dels/usp40.jpg
k improbably way late to say this but the m203 and the WA2000 are bitchin! and is that dragon battle axe from runescape? (lol)
it looks sorta like it. i mean its an axe... and its red. thats basically all there is to runescape stuff. shape and color
I hate modelling faces. They are hard. But you seem to have the right idea. Keep at it.
Ehh, sorry but that face stinks. I don't really have much room to talk though, because I've never made one myself. I do know however how hard organic curvy models are to make, which is very. Kutgw!
Sometimes I use nurbs to model faces.
Maya makes modelling faces fun!
Maya > Max for organics.
Have you ever used Maya?
Maya is much better for organic things, like Dano said, max is more for architectural style designs.
depends on your skill level.
snaf speaks truth, you could probably do just as good with max as you could with maya if you're good enough. it's all in the creator, not the program. the program just helps for us lazy people :p
*remembers he needs to download maya -_-*
oh hey..i forgot
Karabiner 98/Gewehr 98
3,722 Triangles
http://img.photobucket.com/albums/v7...rabiner982.jpg
http://img.photobucket.com/albums/v7...r98Loading.jpg
http://img.photobucket.com/albums/v7...arabiner98.jpg
Very awesome.
Awesome! :eek:
:( It's nothing like mine *cries*
thats kick fuckin' ass
It sucks. j/k
Bayonet, Grenade launcher....cleaning rod -_- i'm getting done now.
sorry btd :( classic stock wins
when i get time i'll make yours : D
Looking great Penguin, like really awesome. Only thing that's bugging me, distribute your polies more into the back then what you have in the front.
http://img201.imageshack.us/img201/9...ssofar1xr5.jpg
http://img201.imageshack.us/img201/3...ssofar2cq1.jpg
ohai, am bump mapink dis sheet foe See Ehm Tee Es Pee Vershun Tew. Ais nawt finished yet.
:awesome:
Well actually, I'm making a bump map which I then use to copy on the alpha channel of the diffuse and multipurpose textures, then I'll go render lighting effects and give it a fake bump from a frontish sort of angle. The bump will be saved for H2V. The gun won't be fake bumped in H2V, only proper bumped with proper normals :3
also lol at smoothing. Ignore it, I'm lazy with that sort of shit.
*edited for update*
Expect it bumped > textured > finished > rendered > ingamed by the end of the week. This suckas a synch y0
I love you.
In a completely heterosexual way of course.
whew, that's good to know archon. I was getting scared.
i was afraid I had competition for dear dano! :saddowns:
seriously man, that AR work KICKS ASS.
Yeah, I've had to fix ALOT of model stuff as I've been going. I'll go to make teh bump for a spot and look at a reference pic and be like
"wtf thats totally wrong" wich sets me back abit. I plan on doing this whole guns bump, diffuse, spec and multipurpose in one sitting today. So I'm chucking an all nighter. It's about 4 am at the moment.
I've put the bump on hold for now, but I've started the very beginning basic foundation of the texture, how I start all my textures. Make a base material, and then lighten, darken, colour areas on that layer that need difference from each other. Then I go over the top with the details.
http://img108.imageshack.us/img108/8...esofar2pb7.jpg
as you can see it's very basic, so don't expect any win in that direction yet. In a few hours, you'll see. Bump map is like 90 percent, once I get that done, the diffuse texture will move pretty quickly. Then I'll make a nice spec map and render it for yas. Tommorow Masterz can ingame it.
*edit*
Actually, scratch that. I need some fucking sleep. I'll finish it later. expect a massive update in about 7 hours.
Something I did for fun:
http://img74.imageshack.us/img74/680...wip3or8.th.png
http://img68.imageshack.us/img68/628...wip2or1.th.png
http://img68.imageshack.us/img68/674...wip1js4.th.png
Gyrojet pistol
3,023 Polycount
Made in the 1950's-70's
Projectile-13mm rocket
Appeared in one of the "James Bond: You Only Live Twice" and "Collision Course"
Things in need of fix:
1)That horrible handle
2)Patch up some holes
3)Connect the handle to the frame (you can see the outline of the handle)
4)Add details
Don't intend to put ingame, just made this because I haven't made a single thing for a few months.
Btw Dano, Great job! I love it :3
Teh Lag's actualy, I thought dano was going to be some idiot color change skinner when teh lag put him on the team.
Damn. Why is like every good modeler only interested in weapons? Nicely done btw.
oshi- stealth, look out! A JOKE ABOUT WANKING!!! :lmao:
tbh, all of us good modelers ARE interested in more than just guns. the thing is, though, that guns have specific details and lots of surface changes that are just pleasing to the eyes.
Nice job Ross,; I like it. ;)
Because guns are easy as shit to make, and thats just about all anyone knows how to get ingame on these boards.
Also, we've barely scratched the surface of modelling; give zbrush a try.
I know I am :) I love 500mil poly modelling <3
I want to animate these WWII riflez liek yo. Makes me cringe knowing I won't be unless I model my own D:
I was trying but I can't stand how painstaking it is for me. Maybe when I have less to do in the day I will give it a shot.
http://img2.putfile.com/thumb/7/19414570861.jpg
I'm still at it.
much better than the last time you showed me.
Needs less non-planar errors on the stock >=(
http://img2.putfile.com/thumb/7/19420290943.jpg
http://img2.putfile.com/thumb/7/19420290984.jpg
Also needs moar texture.